Sweden-Number/dlls/d3d8/vertexdeclaration.c

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/*
* IDirect3DVertexDeclaration8 implementation
*
* Copyright 2007 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* IDirect3DVertexDeclaration8 is internal to our implementation.
* It's not visible in the API. */
#include "config.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
/* IUnknown */
static HRESULT WINAPI IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8 *iface, REFIID riid, void **obj_ptr)
{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj_ptr);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DVertexDeclaration8))
{
IUnknown_AddRef(iface);
*obj_ptr = iface;
return S_OK;
}
*obj_ptr = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IDirect3DVertexDeclaration8Impl_AddRef(IDirect3DVertexDeclaration8 *iface)
{
IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
ULONG ref_count = InterlockedIncrement(&This->ref_count);
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TRACE("%p increasing refcount to %u.\n", iface, ref_count);
if (ref_count == 1)
{
wined3d_mutex_lock();
wined3d_vertex_declaration_incref(This->wined3d_vertex_declaration);
wined3d_mutex_unlock();
}
return ref_count;
}
static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8 *iface)
{
IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
ULONG ref_count = InterlockedDecrement(&This->ref_count);
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TRACE("%p decreasing refcount to %u.\n", iface, ref_count);
if (!ref_count) {
wined3d_mutex_lock();
wined3d_vertex_declaration_decref(This->wined3d_vertex_declaration);
wined3d_mutex_unlock();
}
return ref_count;
}
static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
{
switch (d3dvsdt_type)
{
#define D3DVSDT_TYPE_TO_STR(u) case u: return #u
D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
#undef D3DVSDT_TYPE_TO_STR
default:
FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
return "unrecognized";
}
}
static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
{
switch (d3dvsde_register)
{
#define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
#undef D3DVSDE_REGISTER_TO_STR
default:
FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
return "unrecognized";
}
}
size_t parse_token(const DWORD* pToken)
{
const DWORD token = *pToken;
size_t tokenlen = 1;
switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
case D3DVSD_TOKEN_NOP:
TRACE(" 0x%08x NOP()\n", token);
break;
case D3DVSD_TOKEN_STREAM:
if (token & D3DVSD_STREAMTESSMASK)
{
TRACE(" 0x%08x STREAM_TESS()\n", token);
} else {
TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
}
break;
case D3DVSD_TOKEN_STREAMDATA:
if (token & 0x10000000)
{
TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
}
break;
case D3DVSD_TOKEN_TESSELLATOR:
if (token & 0x10000000)
{
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
} else {
DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
}
break;
case D3DVSD_TOKEN_CONSTMEM:
{
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
tokenlen = (4 * count) + 1;
}
break;
case D3DVSD_TOKEN_EXT:
{
DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
/* todo ... print extension */
tokenlen = count + 1;
}
break;
case D3DVSD_TOKEN_END:
TRACE(" 0x%08x END()\n", token);
break;
default:
TRACE(" 0x%08x UNKNOWN\n", token);
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/* arg error */
}
return tokenlen;
}
void load_local_constants(const DWORD *d3d8_elements, struct wined3d_shader *wined3d_vertex_shader)
{
const DWORD *token = d3d8_elements;
while (*token != D3DVSD_END())
{
if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
{
DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
HRESULT hr;
if (TRACE_ON(d3d8))
{
DWORD i;
for (i = 0; i < count; ++i)
{
TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
constant_idx,
*(const float *)(token + i * 4 + 1),
*(const float *)(token + i * 4 + 2),
*(const float *)(token + i * 4 + 3),
*(const float *)(token + i * 4 + 4));
}
}
hr = wined3d_shader_set_local_constants_float(wined3d_vertex_shader,
constant_idx, (const float *)token + 1, count);
if (FAILED(hr)) ERR("Failed setting shader constants\n");
}
token += parse_token(token);
}
}
/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
static const size_t wined3d_type_sizes[] =
{
/*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
/*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
/*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
/*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
/*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
/*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
/*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
/*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
/*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
/*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
/*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
/*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
/*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
/*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
};
static const enum wined3d_format_id wined3d_format_lookup[] =
{
/*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
/*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
/*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
/*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
/*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
/*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
/*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
/*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
/*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
/*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
/*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
/*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
/*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
/*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT,
/*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM,
/*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
/*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
};
typedef struct {
BYTE usage;
BYTE usage_idx;
} wined3d_usage_t;
static const wined3d_usage_t wined3d_usage_lookup[] = {
/*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION, 0},
/*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT, 0},
/*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0},
/*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL, 0},
/*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE, 0},
/*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR, 0},
/*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR, 1},
/*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD, 0},
/*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD, 1},
/*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD, 2},
/*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD, 3},
/*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD, 4},
/*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD, 5},
/*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD, 6},
/*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD, 7},
/*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION, 1},
/*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL, 1},
};
/* TODO: find out where rhw (or positionT) is for declaration8 */
static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
WINED3DVERTEXELEMENT **wined3d_elements)
{
const DWORD *token = d3d8_elements;
WINED3DVERTEXELEMENT *element;
D3DVSD_TOKENTYPE token_type;
unsigned int element_count = 0;
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WORD stream = 0;
int offset = 0;
TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
/* 128 should be enough for anyone... */
*wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
while (D3DVSD_END() != *token)
{
token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
{
stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
offset = 0;
} else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
TRACE("Adding element %d:\n", element_count);
element = *wined3d_elements + element_count++;
element->format = wined3d_format_lookup[type];
element->input_slot = stream;
element->offset = offset;
element->output_slot = reg;
element->method = WINED3DDECLMETHOD_DEFAULT;
element->usage = wined3d_usage_lookup[reg].usage;
element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
offset += wined3d_type_sizes[type];
} else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
}
if (element_count >= 127) {
ERR("More than 127 elements?\n");
break;
}
token += parse_token(token);
}
*d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
return element_count;
}
static const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl =
{
IDirect3DVertexDeclaration8Impl_QueryInterface,
IDirect3DVertexDeclaration8Impl_AddRef,
IDirect3DVertexDeclaration8Impl_Release
};
static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
{
IDirect3DVertexDeclaration8Impl *declaration = parent;
HeapFree(GetProcessHeap(), 0, declaration->elements);
HeapFree(GetProcessHeap(), 0, declaration);
}
static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
{
d3d8_vertexdeclaration_wined3d_object_destroyed,
};
HRESULT vertexdeclaration_init(IDirect3DVertexDeclaration8Impl *declaration,
IDirect3DDevice8Impl *device, const DWORD *elements, DWORD shader_handle)
{
WINED3DVERTEXELEMENT *wined3d_elements;
UINT wined3d_element_count;
HRESULT hr;
declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
declaration->ref_count = 1;
declaration->shader_handle = shader_handle;
wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
if (!declaration->elements)
{
ERR("Failed to allocate vertex declaration elements memory.\n");
HeapFree(GetProcessHeap(), 0, wined3d_elements);
return E_OUTOFMEMORY;
}
memcpy(declaration->elements, elements, declaration->elements_size);
wined3d_mutex_lock();
hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
declaration, &d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, wined3d_elements);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, declaration->elements);
return hr;
}
return D3D_OK;
}
HRESULT vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl *declaration,
IDirect3DDevice8Impl *device, DWORD fvf)
{
HRESULT hr;
declaration->ref_count = 1;
declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
declaration->elements = NULL;
declaration->elements_size = 0;
declaration->shader_handle = fvf;
hr = wined3d_vertex_declaration_create_from_fvf(device->wined3d_device, fvf, declaration,
&d3d8_vertexdeclaration_wined3d_parent_ops, &declaration->wined3d_vertex_declaration);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
return hr;
}
return D3D_OK;
}